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Gamer Magazine

News and Curiosities about eSports


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eSports
eSports is a form of competition using video games. Most
commonly, esports takes the form of organized, multiplayer video
game competitions, particularly between professionalplayers,
individually or as teams. Although organized online and offline
competitions have long been a part of video game culture, these
were largely between amateurs until the late 2000s, when
participation by professional gamers and spectatorship in these
events through live streaming saw a large surge in popularity. By
the 2010s, esports was a significant factor in the video game
industry, with many game developers actively designing toward a
professional esports subculture.

The most common video game genres associated with esports


are multiplayer online battle arena (MOBA), first-person
shooter(FPS), fighting, digital collectible card games and battle
royale games.

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MOBA

FPS
Fighting

Card Games

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Battle Royale

Surprises
Football is a box of surprises; eSport is a trunk with much more
storage capacity for unexpected surprises, revelations and twists.
When it comes to League of Legends, for example, it is impossible
to predict favorite teams, secure signings and strategies that work
together. To better understand the preparation of the great teams
to evolve their performance, we studied the operation of boot
camp, the practice of training outside the country to know the
style of the best athletes in the world. This sounds like a safe bet,
but you will know in this issue that there are several pros and cons
behind the boot camp.

In the meantime, Hearthstone keeps on growing and for this we


set up a guide with valuable tips to stay ahead of your opponents
in the new expansion, Whisper of the Ancient Gods. Another game
that is strong at the moment is Rainbow Six: Siege, which is
conquering more fans of shooting games with tactical action.
Siege's competitive scene is growing a lot and we talk about it
with the Ubisoft people. This edition also features an analysis of
the new HyperX headset, a dossier of the powerful Fnatic and the

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coverage of the Brazilian participation in the World of Tanks
World Championship. Surprises are not lacking.

eSports Terms

Bootcamp

A period in which the teams of esports train outside their region,


that is, of the country where they compete. Bootcamps are used
for athletes to play against opponents from other places and on
another server, always seeking more experience and knowledge
for the team.

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Pro-player

Appointment given to professional players of electronic sports.

Nickname

Nicknames used by players in general, being the nickname of pro


players, the best known among the community. In official
championships, the nicknames appear in the real name of the
player between the first name and the last name.

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Example: Marcelo "Coldzera" David, Felipe “Yoda” Noronha,
Gabriel”Kami” Bohm

Split

It is the name given to a season of a championship. Some


tournaments have more than one season per year, such as the
Brazilian Championship of League of Legends that has two
seasons, that is, two splits.

1ºSplit League of Legends

Mid-Season Invitation

2ºSplit League of Legends

World ChampionShip

Major ChampionShip

1º and 2ºSplit Cs-Go (Counter Strike


Global Offensive)

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Life of Pro-Players

Most pro-players live on


the livelihood of the
team where they play,
so they do a lot of part-
time jobs that also serve
as training for them.
Stream and Coach help
them to make a living in
game house and
improve their skills for
the championships. Fallen: Pro-Player Cs-Go

Top 5 – Most Profitable ProPlayers


(Brazil-2016)
1º - Gabriel "FalleN" Toledo - US$ 411 mil/R$ 1,3 milhão

2º - Lincoln "fnx" Lau - US$ 405 mil/R$ 1,3 milhão

3º - Fernando "fer" Alvarenga - US$ 401 mil/R$ 1,3 milhão

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4º - Marcelo "coldzera" David - US$ 391 mil/R$ 1,2 milhão

5º - Epitacio "TACO" Pessoa - US$ 381 mil/R$ 1,2 milhão

Top 5 – Most Profitable ProPlayers


(World-2018)
1º - Kuro "KuroKy" Takhasomi - US$ 3.586.277,75

2º - Lee "Faker" Sang-hyeok - US$ 1.172.048,35

3º - Gabriel "FalleN" Toledo - US$ 748.939,64

4º - Damon "Karma " Barlow - U$ 686.972,25

5º - Lee "Jaedong" Jae Dong - US$ 627.936,35

Mobile Games on eSports (18/02/2019)

eSports have been growing in recent years. The competitions are


increasingly leaving aside the limitations and today it is possible to

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be a professional player even of games destined to the public fan
of games of mobile, that, according to the agency "NewZoo",
should generate the greater profit of the market of games in
2021.

The main mobile games that have balanced the competitive

Clashlandscape
Royale in recent years:
PUBG MOBILE (Battle

(Strategy Games) Royale)

Free Fire

Arena of Valor (MOBA) Battlegrounds (Battle


Royale)

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VainGlory (MOBA)

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Bad Experience on KaBuM eSports

One month after announcing his departure from KaBuM eSports,


coach Tabe commented on live broadcast points from his
experience working in Brazil, stating that "he does not want to
return to Brazil." Acting on the team during the first split of 2019,
The Hong Kong coach commented on issues related to language,
contractual and budget issues.

According to the Chinese website GG Esports, which exposed the


stream content of the technician, one of the problems in his
experience as a coach at KaBuM was that in the team only the
assistant coach communicated with Tabe in English. The technician
"suggested that he wanted to learn Portuguese, but the request
was rejected by management on account of insufficient budget"
the website says.

In free translation of the content exposed by GG Esports,


information is that when KaBuM completed 6 losses and 0 wins in
CBLoL, Tabe was waived by the management of the team. KaBuM
sought the hiring of Hiro, head coach of the team during the
second split of 2018 and the World Cup.

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“Let the games Begin!!!”
The first electronic sports competition to be announced on
October 19, 1972 for students at Stanford University in the United
States with the Spacewar game, whose official name was
"Spacewar Intergalactic Olympics", the award was a year of
subscription to Rolling Stones magazine.

In 1980, Atari organizes the Space Invaders Championship, which


is considered the first large-scale electronic sports competition
with approximately 10,000 participants from various parts of the
United States. In 1981, Twin Galaxies, an organization created to
catalog electronic game records, was founded during the 1980s,
mainly to include records in Guinness World Records, some of
these competitions were broadcast on “Starcade” and “That’s
Incredible!”. In
1990 is created
the Nintendo
World
Championships

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with stages in several cities of the United States being the final
disputed in California, in 1994 was created the second edition to
Nintendo PowerFest '94.

The first
eSports
competition
“Spacewar
Intergalactic
Olympics”

October 19,
1972

Stanford
University
From the 2000s onwards, electronic sports experienced a great
growth, from 10 tournaments in 2000 to 160 in 2010, during that
decade the main tournaments were the World Cyber Games, Intel
Extreme Masters and Major League Gaming. The first international
organization was the G7 founded by the teams 4 Kings, Fnatic,
Made in Brazil, Mousesports, NiP, SK Gaming, Team 3D. In the
United States, ESPN had a program called Madden Nation that
broadcast Madden NFL game competitions in addition to
championship coverage programs on G4TV.

From the decade of 2010 the popularization of streaming made


the electronic sport grow rapidly, being the main source the
Twitch launched in 2011, a site specialized in electronic games
transmissions, being League of Legends and DOTA the most
assisted competitions, in 2013 the site recorded 4.5 million views
during the DOTA 2 The International competition, that decade
also marks the great physical presence of spectators at the
championships, in 2013 The International sold all tickets at the
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Staples Center in Los Angeles in 2014 the League of Legends
World Championship attracted 40 thousand spectators in the
Seoul World Cup Stadium in South Korea.

The coverage of electronic games is made today, mostly through


the Internet. There are few channels that give any attention to this
genre. Games are usually tracked through storytellers in a way
similar to what is done in non-electronic sports. In Brazil, some of
the major sports channels (BandSports, ESPN Brazil and SporTV)
broadcast eSports events.

SporTV - Transmission of the Cblol 2018 Finals (KaBuM eSports x


Flamengo) in Mineirão, playing for the vacancy in World
ChampionShip.

Awards
After marking events in history, eSports is only growing, with more
and more fans, players, teams and sponsors, all of which has

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resulted in great prizes. In 2018 these were the 10 games with the
highest awards.

Awards:
1st Dota 2 - $ 41,260,000
2nd Counter-Strike: Global Offensive - $ 22,470,000
3rd Fortnite - $ 19,960,000
4th League of Legends - $ 14,120,000
5th PlayerUnknown's Battlegrounds - $ 6,730,000
6th Overwatch - $ 6,700,000
7th Heroes of the Storm - $ 6,520,000
8th Hearthstone - $ 4,950,000
9th StarCraft II - $ 4,530,000
10th Call of Duty: WWII - $ 4,170,000

The
International
Grand
Champions –
DOTA 2 2018

Games and their impacts on society

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Electronic games provide unprecedented fun for people. In
addition, the video game industry is one of the largest in the
world, outperforming the billionaire film industry, and is
expanding.

The games are also reaching levels impossible to think a few years
ago, they can not only imitate reality, but also simulate aspects
more perfect than reality itself, as well as providing new
interactivities and being able to be used for various means, and
not just as fun.

The influence of electronic games on society is enormous. From


children and young people who can gain logical reasoning and
learn theoretical concepts to incite behaviors in people, such as
encouraging players to join the army.

Since its inception, games have been considered by the industry as


a child's toy. Today, the situation is different. “Games have long
since ceased to be the stuff of boys locked at home. Atari junkies
and arcades during the 1980s grew up, but did not abandon the
habit.” (KENSKI, 2003).

Currently, 70 percent of players are over 18 and 40 percent are


women (KENSKI, 2003).

Vivo Keyd
Women's
Professional
Team (Cs-GO)
founded in
2017

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Games - Benefits and Malfunctions

Benefits:

Video games bring a number of benefits to people. Studies have


also appeared in American and Japanese universities, pointing out
that these types of games "would help train agility in reasoning
and reflexes" (KENSKI, 2000). "Studies using modern tomography
techniques show that video games are active and exercise more
brain areas than other leisure activities." (SOUZA, 2006).

Players can also learn culture from other countries, such as Japan,
mythologies, and have a taste for reading, and the user has to
create real-time strategies during the game (and many of them
have to do it quickly), create the problems and puzzles, translate
the dialogues (improving and training other languages, like
English).

In addition, many companies are using games as training for their


employees. "They virtually replicate the day-to-day activities of a
company and help employees understand how the company
works. And, more importantly, they train employees in specific
roles.”

Another interesting benefit is using videogame as a remedy. "A


study published in the journal BMC Pediatrics recommends that
hospitals let children who are
hospitalized play virtual reality
video games as a complement to
pain-relieving remedies." The

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study says children while playing video games feel less pain than
taking analgesics.

America’s Army
(2002)
Game used for US
Army Training.
Malfunctions:

Video games also have disadvantages, and many of them can be


dangerous to society.

The first evil and very common in any type of game (not just video
games) is addiction. Because it's a fun activity, players can get
hooked quickly. There have already been deaths of players who
played many hours, with few breaks to eat and sleep.

A South Korean man, who spent nearly 50 uninterrupted hours in


front of a computer, playing games, died of cardiac arrest minutes
after completing his epic in a cybercafe (YOO-CHUL, 2005).

One of the styles of games that are played the most, but what
concerns parents and people are games with a high level of
violence. Many violent games worry parents.

In Germany, a young man stormed a school and shot 27 people,


wounding them and committing suicide. The shooter was a fan of
war-fighting games, and many German authorities began to
consider its ban (FOLHA, 2006). For Klaus Hurrelmann, banning
these types of games could stimulate their practice.

Many experts think that violent games make people more


aggressive. But other experts assert that gambling does not

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influence people's behavior, and that aggressive behavior is
psychological drift.

Another common problem is school. Children stop doing school


work and have a socially active life because of video games, and
can be harmful to the social development of children and
adolescents. In addition to physical problems, such as RSI / DORT
(repetitive strain injury), obesity, eye problems (the child ends up
getting very close to the television), and others.

We conclude that electronic games


are influencing society, increasing
the possibilities of contact with
other people (as in online games),
and that like any fun, has its
benefits and harms.

CHANGING THE
GAME: WHY ARE THE CONSOLIDATION
OF WOMEN IN SPORTS SO DIFFICULT?

It's no secret that eSport is still a male-dominated market. Even


with the possibility of mixed teams, the players do not find their
place in the big teams, being charged directly on performance,
performance and results. Concentrated on the female scenario,
where they have real chances of competing and evolving, they
have lesser financial support.

Why is the number of women pro players still small?

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"First, because of the lack of opportunities," answers Amanda
"AMD" Abreu, CS player: GO of Bootkamp Gaming. "I know that
the championships are not exclusive to male competitors, but we
have a lot of problems in this scenario called 'mixed'. Many girls
suffer not only harassment, but also offenses and intimidation.
Not all of them have psychological to deal with. "

Why do they need to prove themselves so?

It is not difficult to come across the common sense (albeit


erroneous) that men have biological advantage in eSports. Unlike
traditional sports - in which physical fitness influences results -
electronic sports rely on reflexes, brain synapses, and other issues
in which gender does not interfere with performance.

Changing the game

"What is most needed is


awareness that women have
the same potential and
abilities," says psychologist
Rafael Pereira, who believes
in stimulating mixed teams
as the best solution.

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Publicidade

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Matheus Rocha de Lima

2019

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